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      <h1>ECBBL House Rules 2005 Autumn League</h1></center>
      <center>
      <h3>Last revision: 10 Dec 2005</h3></center>

      <p><b>Introduction:</b></p>
      <p>The ECBBL has always had house rules and clarifications that have helped the league run smoother and more efficiently. The last house rules update was in 2003 and since then a major re-working of the Living Rule Book (LRB) has taken place so that LRB4 with the Q&A additions at the back has deemed an enormous amount of the original document to be unnecessary.

	  <p>This document clarifies certain rules, overrides some team development aspects and is designed to clarify what the commissioners deemed to be &acute;grey areas&acute;. The LRB4 is to be adhered to unless stated in the house rules.

	<p>There are three specific sections each rule can fall into:
	  <br />L = League Procedural Rule
	  <br />C = BBRC Clarification
	  <br />H = League House Rule
	</p>

      <p><a name="dice" /><b>Dice</b>
      <ul>
        <li>(L) All dice must be rolled - not dropped or spun.</li>
        <li>(L) All dice not on a single flat surface and on the table will be considered cocked and must be rerolled.</li>
        <li>(L) If your opponent rolls too many of dice for a given action (e.g. 2 blocking dice instead of 1) you may choose to either accept the result as it stands or force your opponent to reroll the correct number of dice. </li>
        <li>(L) If your opponent rolls too few dice for a given action (e.g. 1 blocking die instead of 2) they must roll the additional dice immediately.</li>
      </ul>

      <p><a name="timing" /><b>Timing</b></p>
      <ul>
        <li>(L) Turns are to be 6 minutes each maximum. After 6 minutes, a turnover will occur.</li>
        <li>(L) Your opponent is obliged to give you one minutes notice at 5 minutes and failure to do so will mean the one minute starts from the notice.</li>
        <li>(L) The commissioners advise the timing procedure may be waived and encourage all players to play with reasonable speed and integrity to respect their opponent.</li>
      </ul>


      <p><a name="overtime" /><b>Overtime</b></p>
      <ul>
        <li>(L) Overtime shall only take place to decide the play off games (QF, SF &amp; F)</li>
        <li>(C) Only re rolls unused at the end of the second half maybe carried over into overtime</li>
      </ul>

      <p><a name="stars" /><b>Star Players</b></p>
      <ul>
        <li>(L) Star players are not allowed in the premiership</li>
        <li>(H) Star players are not allowed in the open league, however the commissioners are entitled to put this to the vote at the start of a new open league for the club to vote on and should the majority agree to do so, then they maybe used.</li>
      </ul>

      <p><a name="ageing" /><b>Ageing</b></p>
      <ul>
        <li>(H) Ageing is not used on team progression. All other rules and SSPs are in force</li>
      </ul>

      <p><a name="kickoff" /><b>Kickoff</b></p>
      <ul>
        <li>(C) You may not re roll any rolls from the kick off table</li>
      </ul>

      <p><a name="setup" /><b>Setup</b>
      <ul>
        <li>(H) If you have less than 3 players available all must be placed on the LoS or its an illegal setup.
        <li>(L) IP may be called for an illegal setup once you have declared yourself &acute;set&acute;. If this is called before the 1st player's turn has begun a team reroll is used. If called once the 1st players turn has begun it is handled as any other IP. There may be some additional action required to rectify the situation. An illegal setup is one of the following:
          <ul>
            <li><B>Too many players on the pitch</B> - your opponent removes enough players to make this legal</li>
            <li><B>Too few players on the pitch</B> - you may not introduce replacement players</li>
            <li><B>Ineligable players on the pitch</B> - are removed and not replaced</li>
            <li><B>Too many players in the widezones or not enough on the LoS</B> - you must set up legally. This may only be be called before the kickoff roll has been made.</li>
          </ul>
        </li>
      </ul>


      <p><a name="IP" /><b>Illegal Procedures</b></p>
      <ul>
        <li>(H) Unless both coaches agree to do otherwise before the kick off, IPs will not be called</li>
      </ul>


      <p><a name="blocking" /><b>Blocking</b>
      <ul>
        <li>(C) You may not voluntarily block your own players.</li>
      </ul>


      <p><a name="pickup" /><b>Pick Ups, Catches and Scatters</b>
      <ul>
        <li>(C) All pick ups and catches will now follow the LRB4 ie if the ball bounces into a square with your player, a catch MUST be attempted, a failed catch in this respect is not a turnover. If a player moves into a square that the ball is prone in, your player MUST attempt to pick the ball up, a failed pick-up in this respect IS a turnover.</li>
      </ul>

      <p><a name="loans" /><b>Loaning and Receiving money</b>
      <ul>
        <li>(H) Money may only be borrowed to take a team up to 11 players available to play in the next game. If team has 11 players, no matter what their position or value, receiving a loan is forbidden</li>
        <li>(H) Every loan taken must be returned by the next game or as soon as the receiving coaches obtains the funds to do so</li>
      </ul>

      <p><a name="wizards" /><b>Wizards, Runesmiths and Chefs</b>
      <ul>
        <li>(H) Wizards may NOT be hired at any stage</li>
        <li>(H) Dwarf Runesmiths may not be hired at any stage</li>
        <li>(H) Halfling Master Chefs ARE allowed.</li>
      </ul>

      <p><a name="apoc" /><b>Apothecaries</b>
      <ul>
        <li>(H) An apothecary may heal a crowd injury</li>
        <li>(L) You may sell the services to your opponent except to the Undead, Khemri, Necromancy or Nurgle teams or the vampires on a Vampire team. This will count as your use of the apoth for the game.</li>
      </ul>

      <p><a name="cas" /><b>Casualties and Fan Factor</b>
      <ul>
        <li>(C) ALL casualties, including those caused by fouls and crowd injuries will count toward the Fan Factor roll at the end of the game. Two casualties are required to gain the plus one to the roll</li>
      </ul>

      <p><a name="record" /><b>Record Keeping</b>
      <ul>
        <li>(H) Team sheets are required to be updated a minimum of 24 hours before the next game. The exception to this is when two games are played on the same day of course</li>
      </ul>

      <p><a name="record" /><b>Going For Its</b>
      <ul>
        <li>(H/C) GFIs are made BEFORE dodging or leaping rolls.</li>
      </ul>

      <p><a name="record" /><b>Failing to Complete an Action</b>
      <ul>
        <li>(L) An action, once declared, need not be completed. This rule allows for a Pass/Hand-Off to be declared and then, for whatever reason, the coach can decide not to complete the action without penalty. However, it still counts as that <i>action</i> for that turn. This does not stretch to declaring a Blitz with a Wild Animal simply to create an easier Movement Action.</li>
      </ul>



      <p><a name="skills" /><b>Skills</b>
      <ul>
		<li>(C) Foul Appearance and Diving Tackle are now aligned to the LRB4 - ie Foul Appearance works whilst prone and you can choose to use Diving Tackle after the dodging roll has been made or re-rolled.</li>
      </ul>
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